Hello!
With you - Krivulya Andrew Charly
and this continuation of the second part of about the Substance Designer.
Let's Go!
Then in the right-click menu there are intuitive options.
Therefore, I will not show them, because in essence - we will constantly return to them.
And if something is not clear for you...
So in one of the lessons - You will definitely figure it out.
Now let's talk about the heart of the Substance Designer - the nodes.
I think you remember how to open them - from the first lesson.
And you can decide - which method is more convenient.
And the first node is a Bitmap.
Once you drag it to the Graph Network window - you will have two ways to create it.
From file or From new source.
From File - allows you to select any of texture files on your PC.
And as soon as you choose this file - The following window will pop up with a selection option.
Link Resources or Import Resources.
The first option - allows you to link the file to the project and in the end - it will be saved with it.
If you worked with Substance Painter, then you know that the all textures, materials, and so on ...
Saved in one file - in its format.
Once, you select this option - the folder Resources will be created in Explorer.
And in it - will be placed your texture with a link icon.
The second option - just link opened image file to the folder.
In which it is placed...
And if you will delete this file ...
It will be removed from the project.
This file will also be placed - in the Resources folder and its icon already looks a little different.
So please - always remember this rule and be careful with the choice.
If during loading a Bitmap node, you will select a second option - From New Resource ...
This will open a window in which you can put the name of the node ...
Set its resolution and color.
This option is used for drawing the new textures - in the 2D-View window.
After creation, it will also appear in the Resources folder and you will always have access to it.
By selecting any of the nodes - you will activate it ...
Its settings will appear on the right, and in 2D-View - edit mode will be active.
Let's talk about it.
When you start working with the editor - I personally recommend that you unpin it and transfer it to the
tablet screen, if you have - Cintiq or on the 2nd monitor.
Then you can expand it to full screen. and the all work will be much more convenient.
In this editor - you can draw new textures.
And the toolkit is practically the same as in Photoshop.
In the panel on the left - you can select Background and Foreground colors.
The position of which - can be changed by using SHIFT + X.
And below are the tools - brush, stamp and eraser.
The brush tool is has it's own settings.
And in them - you can turn on the dependence on pen pressure.
What gives you the opportunity - more accurately work out with your textures ...
And for example, draw them in hand paint style.
The remaining settings are practically identical to which we have in the Photoshop.
And experimenting with them - you can get different effects and strokes.
While drawing - you can enable tiling on both axes.
Or separately - for some one.
Just click on the square icon - on the top panel and select the desired option.
If tiling is off, and you will paint on edges of the texture - the paint line will break off.
If you turn on Tile X
and you will draw horizontally -
then you will notice that the painting doesn't break on this axis.
If you will select Tile Y, the stroke won't break by
vertically, but horizontally Tiling - will be turned off.
And if you turn on Tile XY, I think - Immediately it is clear that you will receive.
Clone Stamp works in the same way as in Photoshop.
That is, first you with ALT - select some area which
is marked with a red circle and drawing in another part of the texture - you will clone this area.
You can choose two cloning methods for this tool on the top panel.
Aligned and Not Aligned.
If you select the first one, then put a dot in a certain place and make a stroke -
It will shift and align where you left off.
If you choose the second method, then after each stroke -
cloning point will be return to the starting position.
Also, using the near icon - You can choose the source of the cloning.
The first method is cloning everything that you even cloned.
With the second method - the tool cloned just what it was before cloning.
And now, let's go back to the brush settings.
A plus icon - allows you to create a new brush
Paper icon - allows you to export or import the library of brushes,
reset the library or replace it.
Below is the Shape Type and there are three types of shapes.
Ellipse, rectangle and polygon - where you can adjust the number of sides.
If you reduce Inner Radius - then get a star shape.
And below - is setting the hardness of the brush.
Then comes the adjustment of the brush size and its variability by using the Jitter option.
Pen pressure.
And also turning the circle into an ellipse - by using the roundness option.
With a Roundness Jitter - you can add the variability for this parameter.
Also - you can adjust the angle of rotation
and set its arbitrary value by using Angle Jitter.
Below, with the Scattering option - you can configure the spraying and the number of particles in each stroke.
And with such settings - you can draw, for example, some kind of foliage.
Next - you can customize color transparency variability
and also select the pen pressure on this transparency.
By Using Hue Jitter - you can customize random shade ...
Saturation Jitter adjusts the saturation variety, and Brightness Jitter adjusts the brightness randomness.
In the Texture tab - You can load any texture and draw with it.
It can be downloaded from a file or created by Substance - inside the Substance Designer.
The list of supported formats is huge.
This is all that I wanted to tell about this editor.
I think that after my demonstration, you became convinced of how useful it was and with it
you can create a diverse amount of textures in addition to the main SubstDesigner filters.
Go ahead...
To minimize this window and return it to the position it was in -
Click on this icon.
Thus - 2DView-window will return to its original position.
Next comes the Blend node and before starting the demonstration of the settings of this node -
I will talk about the basic parameters which are the same in the all nodes.
And the first in Base Parameters - is Output Size.
A very important parameter, the settings of which are worth paying attention to,
to simplify further work.
On the right - there are two icons.
And the first has 3 options:
Relative to Input, Relative to Parent and Absolute.
The second parameter is used Most often - Relative to Parent and it should be used in the event that
when you want - always be able to adapt the resolution of Substance
at any moment of editing - without loss of information.
this is a dynamic resolution and with it - you can provide any user
which opens up your substance -
the ability to dynamically change the resolution - while the quality of the display of textures is not lost.
To show why this parameter is so important -
let me create some node from Noise categories, such as Cells.
and I will change the resolution of the project to Relative to Parent.
In order to change the project settings - double-click in an empty space of the Graph Network
And in Output Size - select Relative To Parent.
Thus, you can always change the resolution of the project in the Parent Size.
Let's change it to 2K.
And now look. At the moment - Cells node resolution = 2K.
That is - such a resolution as in the project settings.
Since in the settings of the node itself - we selected Relative to Parent.
And suppose if we change the resolution of the project - it will change for all nodes,
which have this setting.
But sometimes there is a situation when you need to reduce this resolution
and also - leave linked to the resolution of the project
So, if Absolute resolution are selected for this node, for example 4 * 4px
That when changing the resolution of the project -
Cell node resolution will be left unchanged and this will affect the quality.
And we don't want to lose quality and losses can be avoided - by making the node resolution - dynamic.
To do this, let's return the Relative to Parent mode.
But divide Cell node resolution by 32 for the width and height.
Since at the moment -
We have the resolution of the project = 128 * 128px.
As a result, the resolution of Cells nodes will be 4 * 4px,
But it will increase when you will increase the project resolution.
That is, as you already understood, the choice of settings in the Output size - depends on your task.
Leave Absolute in the settings of the node - if you want to leave the same
resolution for it during changing the project resolution.
With you was - Krivulya Andrew Charly.
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Peace for everyone!
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